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Not sure what caused this, but at turn 6, Earth is no longer a core world and has no governor...
I was able to assign one of my ministers as governor, and the improvements and queue is just as it was.
All but one of my citizens formerly on Earth have gone missing. The top right is showing 1/0 citizens, with the Next Citizen ready in 13 turns.
When loading a Colony ship, if the originating planet doesn't have any other colonies in the system, no planet name is shown at all. This makes it hard to discern where the ship launching from. Please force the System name (or Core world name) to be always shown.
Maybe this is a BOF? It seems logical, and fun, to me that scoring a colony ship from a defeated shipyard would not include population. That would yield at least three choices: use as a pop mover, collect a new founding prop 'ahead of schedule,' or station somewhere awaiting pop growth before boarding colony founders.
Functioning like that would also duck any vexing results of adding yet another species join your faction.
Per Derek, it should have a colonist, which is why this was posted.
It's hard to tell with a static picture, however, the icons on the top of the screen starting w/ assension crystals keep glitching out, as if the game is trying to add a different icon and move everything over one, then decides not to. Okay this is the best image, note assension crystals aren't even there.
The game starts to crawl, or lag as the game goes on. I have an AMD Ryzen 16 core 32 thread cpu w/ 64 gb memory, GPU is used 50% capacity. Not sure where the lag is coming in from. Only using 10GB memory and 8% of cpu power.
https://www.dropbox.com/s/owqyfbyluodhtdm/Test08.GC4Sav?dl=0
I noticed the same thing... though I only noticed it when executing a turn. Are you saying this is happening in your game at random times/all the time?
Starbase says I can upgrade, however, no available modules to upgrade...
I noticed this last night also. I think it only started happening after I claimed an ascension crystal, and then the number of ascension points kept flickering back and forth between the number I had and the number I'd have next turn (for example I had 17, and the icon would flip between 17 and 18).
Sometimes, fairly rarely but it does happen, I get what appears to be an empty tooltip with the text that's supposed to be there displayed up higher on the screen. Here's an example from the Research window.
There's a text overlap in the trade window, plus for readability it would help if there were a space between the number and "Credits".
Prototype ships like The Raptor, The Retribution, etc have a section in their tooltip that says "Prototypes are unique. They get free experience every turn but once they are destroyed they are gone forever."
But they don't get the free experience every turn.
Which ship is being built at a shipyard is inconsistent between the shipyard tooltip and the shipyards list in the upper right.
1. I like the randomized technology selection system generally, but even with the rerolling, I didn't get Xeno Biology until turn 160. I'm not sure if there could be somewhat less randomness, randomness within categories, or some other mechanism to help ensure certain important technologies don't get lost in the RNG.
2. The ability to rearrange manufacturing queues is a bit touchy. It would be nice to have a cursor line or some other indicator that bounces to whatever position the grabbed improvement or ship will be dropped when the mouse button is released.
3. I randomly had several special improvements' icons disappear from the planet management screen (in the left-hand panel). The tooltips still worked if you hovered over where the icons should have been, but some of the improvement icons themselves were missing.
4. I'm now 171 turns in, and while I have made every effort to have enough food, I have not been above 0 food for probably 95% of the game... Part of the problem is too many free citizens, the other part is not enough food production.
5. It isn't clear what happens to your citizens that you load onto a constructor. Do they become managers of the space stations? Seems like a lost opportunity to have them just disappear. I think having them on the stations providing some kind of bonuses/maluses would be a neat dynamic and would improve immersion.
6. Credits per week income from trades with other species should be added after taxes--only getting X% of the weekly income doesn't make sense and makes such trades worth far less than what you would get if you just went for a one-time sum of credits.
7. I like the ship upgrade system overall, and I suspect certain upgrades will be one-time options rather than infinite... but I think the number of physical upgrades should be limited in some way, probably based on ship size and upgrade type. Perhaps the upgrades could be one-per-ship modules that could be swapped with other one-per-ship modules of the same type. In that way, you could get a Basic Command Bridge that gives a +1 movement bonus, which could be later replaced with an Advanced Command Bridge that gives a +2 bonus.
I guess I just don't like that my current survey ship, which has a medium hull, has 5 crew quarters, 3 carrier bays, a command bridge, and an antimatter warhead installed... with no limitations on the number of modules, it is conceivable I could have a tiny explorer survey vessel with multiple carrier bays.
The other issue I have with this system is the potential level of micro required. I'm not sure whether some kind of governor to allow you to set up ship upgrade priorities would be possible or useful--and if implemented, whether such a governor could be balanced to allow for less micro while at the same time giving players the option not to use it on one or more (or all) ships.
8. When another species initiates trade with you, it is annoying to have to click "Done" and then "Goodbye." A single button to exit the transaction would be great.
The trading window is wonky for me.
1. I offer an open borders treaty and click on the credits, using the arrow keys to select an amount just higher than what the alien will accept (70, for example), and click "offer".
2. The alien says he won't go for it, so I click on the amount in his side of the ledger so I have the opportunity to change it. The box with the amount comes up, I backspace over it to erase the amount, change it (to 65, for example), and click enter.
3. The amount I have on his side disappears instead of changing to my new offer.
4. I then have to start over.
I have two trade routes that I started, and two trader citizens. I have 1 foreign trade route. The Govern Civilization Trade tab shows "Available Trade Licenses -1/1". Also, when I hover the cursor over the name of one of the trading planets, I get extraneous info as shown here:
Edit: I later tried to create another trade route (including creating another trader citizen on the planet where the freighter was from) and was told I didn't have enough trade licenses. Are the AI created trade routes being counted against my license count instead of (or in addition to) their own count?
Crash to Desktop - (Files were validated today and when 711 was launched.)
https://www.dropbox.com/s/5cx0gamojx6cnz5/Test08-Luminous%20IV%20Constructor%20Launch%20CTD.GC4Sav?dl=0
To reproduce, tested multiple times. Load game, go to Luminous IV, click on shipyard, attempt to launch Hermit Crab, There are citizens but only 1 on each, planet, scroll through the list, CTD. Others may be able to test. (Note canceling the launch does not CTD, only scrolling through the list. This appears to happen when there is only 1 citizen on multiple planets.) Based on testing w/ @tid242 appears need to use the scroll in game, not the mouse wheel to get it to crash.
https://media.discordapp.net/attachments/852476471448305674/855276908332974080/unknown.png?width=895&height=504
Sent a probe through a deep space stream, discovered new and exciting worlds , so decided to colonise them and explore further. Sent a survey ship and a colony vessel. Neither have the range to travel along the stream and are now stuck. The game is stuck on the ship action and I cannot clear it.
(Copied from general feedback thread. New items in Green.)
(Typing these as I play. Will add comments as I go.)
Main page UI:
I really like the Notification icons upper left, being able to click on them and go directly to the relevant UI. Great improvement from GC3. Suggestion: In keeping with the idea, please move the research icon there instead of the lower right (like it was in GC3). That way, all the “to-do” tasks are in one place.
Possible to add “hot click” to money, control, and food icons upper left? Meaning, if I click on the money icon, it takes me to the Economy UI.
Add civilization morale after food icon in same bar? That way I can see how that changes when adjusting the tax rate.
Possible to add turn number to date upper right corner? Yes, I see the turn number pop up when I hover over the date, but I like to see turn number at a glance.
Leaders UI: Ministers:
Color scheme: Exploration is red but Diligence is purple. Tech is blue, which matches intelligence. Colonization is green, which matches Social. Suggestion, match color of Minister primary trait to trait color.
Disregard my previous comment about UI feedback for ministers: Saw the bonus at the bottom of the leader card this time.
With a leader in the Unassigned Leaders box, it wasn’t immediately obvious to me (I’m dense, I know) that I had to drag a leader from the Minister row to the box to unassign. I tried several times just dragging to the bottom of the screen, which doesn’t work.
Overall, I’m liking the leader card concept more and more.
Planet UI:
Bug: In Turn 8, double-clicked on Earth and the Left Panel was off the screen (only edge visible) to the left. This was not the case in earlier turns. Same after closing the screen and hitting Manage button on lower left on main UI. Cannot select a new project from panel, but could select an upgrade on Elerium by clicking on it. Turn 10: problem persists. Saved, quit game, loaded save, problem gone.
Just noticed the Orders in the left panel. Really like this feature.
Having a difficult time managing approval early game. "This planet is too crowded" is -20% and "We are at our population capacity" is -10%. Suggest removing the latter one. Okay, next turn I loaded a citizen on a colony ship and "crowded" dropped to -15% but I still have -10% for "max capacity."
By turn 83, my approval is largely under control. I understand the mechanics better, but my above suggestion stands.
I don't understand why "Opinion of you" is -20 because "I have to manage things." What does this mean?
Ship AI:
I notice this uses the same pathing AI as GC3. Is this only visual without impact on the game? I would prefer a “straight” path to destination, if possible.
Bug?: I upgraded the sensors +2 on T.A.S. Discovery. Next turn, the +2 was gone.
Dumb question: How do you eject just one ship from a fleet? Planet has "Eject all" option. One right or left mouse click does nothing. Two left clicks bring up the fleet screen. Two right clicks does nothing. Don't see an option when I select a ship to eject that ship.
Mining:
Nice that a single Asteroid Miner mines an entire group of asteroids instead of just one hex.
Game Mechanics:
Having a real hard time managing food and population early game. Food goes negative very fast. Just got Planetology tech so building my first agricultural improvement. Only 1 planet outside my starting star system discovered so far that has some food resources.
On Turn 47: Noticed my citizens are starving. Food says "0", which I thought meant balanced. I have 17 citizens and 17 food. Is this being caused by decay from colony worlds? If so, the total food icon/stats needs to be adjusted to show this. Looking at this further, one of my colony worlds has a 3 Fertility but Earth is only receiving 2.45. Not sure if this is where the issue is coming from.
Bug?: I have a starbase with a Xeno Archeology Lab covering an approval relic. The approval relic says "Morale - Colony 5%". I do not see a +5% in the colony or for the citizens.
Took me a bit (did I mention I'm dense?) but finally figured out the relationship between planet terrain and what districts I can build there.
I'm getting a feel for the sector mechanic as I explore. Question: Will the number of races at game setup be across the entire galaxy, or only in one sector? Will we be able to choose # of races per sector? For my current game, I chose huge map and 8 AI players. Have met 2 of them by turn 33.
I researched the tech that allows me to build freighters, but I can't establish trade routes. Under Trade, the research to get trade routes is "%s". Are trade routes not in the game yet? If so, the tech that allows freighters to be built should provide at least 2 trade licenses.
I really like the choices from surveying anomalies.
Is there any way of getting culture points reliably? I am turn 242 and only have gotten 4 culture points.
You need to convert one or more of your citizens to traders to get trade licenses.
Hello forums! I just started my first playthrough. A lot of my thoughts are already covered on this thread, so I'll just highlight a couple.
Wanted to share the link to my thread of bugs I've found. I hadn't noticed this thread when I made my post.Also, I'm not 100 % sure of the version number for the first round of bugs I found, they were from the very first handful of hours the alpha was available, and I remember noticing an update when I came back to play the next day. But I doubt the issues I noticed have been fixed, considering how little time it has been.
https://forums.galciv4.com/505353/page/1/#3808903
Quick summary: Chimeric Biomass being inconsistent with number of tiles added.Notification issues (jerks the map around).Disappearing treasure hunting ship. Sidebar displaying wrong info for shipyard.Drone bay module from anomaly not being available upon level up.Starbase saying it could build Xeno Acheology lab, despite there being no target (inherited from other starbases screen?).Got a ship called the Ysenguard, has multiple bugs, it can't survey and it's not earning Prototype XP. Also the Prototype component's tooltip has visual errors, on the detailed ship screen. Inconsistent values for my civilization's wealth.I plan to be back with more notes once this last Humankind beta is over. Apologies for a lack of save files at the moment, I'll see if I can add them later.
Markon, I know answers to some of these.
Welcome to the Forums!
Not that we've figured out as of yet. Because it's alpha most likely the majority of these haven't been added, but just a few put in place to confirm process is working. The whole culture point system is being reworked.
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